2022
Grasmo, Hanne; Stenros, Jaakko
Nordic Erotic Larp: Designing for Sexual Arousal Journal Article
In: International Journal of Role-Playing, iss. 12, pp. 62-105, 2022, ISSN: 2210-4909.
Abstract | Links | Tags: Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal
@article{Grasmo2022,
title = {Nordic Erotic Larp: Designing for Sexual Arousal},
author = {Hanne Grasmo and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202210107540},
issn = {2210-4909},
year = {2022},
date = {2022-10-05},
urldate = {2022-10-05},
journal = {International Journal of Role-Playing},
issue = {12},
pages = {62-105},
abstract = {Erotic larp is an emerging trend in the Nordic countries. Sexuality and socio-dramatic play have been combined in numerous ways in the past; what is new about this concentration of erotic embodied adult pretend play is that it is emerging from a culture of reflexive, critical, and bespoke design, as a tradition of art games. By studying 25 design abstracts of Nordic art larps from the last decade, this article seeks not only to map, classify, organize, and understand the phenomena of erotic larp design, but to discuss how norms of sexuality are reflected in the Nordic larp community through looking at how sexuality is thematised, described, signalled, and designed. The analysis in this article is rooted in game studies and informed by sexuality studies. In the design abstracts, we uncover how sexuality is thematised by the designers and signalled to the players, as well as how larp rules, mechanics, and expectations are designed for erotic role-play interactions. The article shows that a Nordic tradition of larps with design for erotic and sexual play has emerged during the 201 Os, how new larp mechanics scaffold erotic role-play in ways that give room for sexual arousal through layered alibis, and that these form of larps are inclusive of people of marginalised genders and sexualities, as well as of sexual kinks. The discussion also addresses the tension between liberation and oppression of sexuality in erotic larp design, as well as tensions around player agency and compelling game mechanics.},
keywords = {Alibi, Design, Design abstract, Larp, Make-believe, Marketing, Nordic larp, Oppression, Queer games, Role-play, Sex in games, Sexual arousal},
pubstate = {published},
tppubtype = {article}
}
2019
Xi, Nannan; Hamari, Juho
VR Shopping: A Review of Literature Proceedings Article
In: Proceedings of the 25th Americas Conference on Information Systems, pp. 1-15, AIS, 2019, ISBN: 978-0-9966831-8-0.
Abstract | Tags: CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality
@inproceedings{Xi2019c,
title = {VR Shopping: A Review of Literature},
author = {Nannan Xi and Juho Hamari},
isbn = {978-0-9966831-8-0},
year = {2019},
date = {2019-08-15},
booktitle = {Proceedings of the 25th Americas Conference on Information Systems},
pages = {1-15},
publisher = {AIS},
abstract = {Via the recent proliferation of consumer-grade head-mounted VR technologies, the retailers as well as related scholarly areas have started to increasingly notice the possible potential of virtual reality. However, there is no coherent understanding of the state-of-the-art of the literature on VR shopping, how VR shopping has been investigated and what empirically indicated benefits VR has for a variety of marketing outcomes. Therefore, in this paper, we systematically review the published body of literature on VR shopping (N = 40). The current study contributes to the VR shopping and marketing literature by mapping the VR technologies, product types, consumer experiences and research methods in the extant literature. The review shows that the literature on VR shopping is still in its infancy and there remains ample room for progression both in breadth and depth in the literature on VR shopping in terms of methodological rigor and theoretical prowess.},
keywords = {CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Xi, Nannan; Hamari, Juho
The Relationship Between Gamification, Brand Engagement and Brand Equity Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 812-821, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Brand engagement, Brand equity, Community, Gamification, Marketing
@inproceedings{Xi2019b,
title = {The Relationship Between Gamification, Brand Engagement and Brand Equity},
author = {Nannan Xi and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202102021851},
doi = {doi:10.24251/HICSS.2019.099},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {812-821},
publisher = {HICSS},
abstract = {Many companies are increasingly attempting to build and manage brand communities that increasingly resemble games and game communities and believe that this gamification can increase the engagement and loyalty of consumers to the brand. However, currently, there is a dearth of empirical evidence supporting these expectations in the realm of marketing beyond the pervasive hype around gamification. Therefore, in this study, we investigate the relationship between gamification features, brand engagement and brand equity among consumers (N=824) from both of Xiaomi and Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.},
keywords = {Brand engagement, Brand equity, Community, Gamification, Marketing},
pubstate = {published},
tppubtype = {inproceedings}
}
